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Development Update - Playtest v0.15

Hi everyone!

This update has been in the works a bit longer than the others, so there's quite a lot of changes. The main aim of this patch is to move franchises closer to where I want them to be for release. I think franchising is the last big system left in the game; once it's sorted, I anticipate the final push of development can focus on QoL, bug fixing and, of course, adding more dishes, cards and appliances!

Playtesters: this patch should come out for playtesters "shortly", but this is your pre-patch warning that this patch will not be restaurant-save compatible, so if you're midway through a run you should finish it off. Over the next few days I'll try and fix a few reported issues before the patch is released to playtesters.

[h2]Franchising[/h2]

tl;dr: Getting to day 15 is easier, but building your franchises up is the aim.

Getting to your first franchise has been made easier, by dropping the base number of customers (day 15 in 0.15 is roughly day 12 in 0.14.1, ignoring the other buffs below). Franchise tier cards (for now there are only cards for tier 1 and 2) will now add increasing difficulty challenges. The first tier card now moves difficulty to slightly harder than 0.14.1 base. Going forward, I'm hoping to make it so that working up franchise tiers will be the primary challenge for experienced players; as you progress up a franchise you will add more cards, more tier-based challenges, but also have the option of designing your franchise through franchise buff cards. For now, there's only one franchise buff choice (which is the decoration buff, explained below), but I intend that the next patch will have a variety of these that let you build up characterful and different franchises each time

[h2]Shops and Days[/h2]

tl;dr: "Decoration days" are now every 5 days, card days are still every 3 days. There's now a bar at the top of the screen that shows you what's coming up

Decoration days are now separated from card days. Card days are now every 3 days, and decoration days are every 5 days (day 15 is both). Day 5 is also special and is when you add a franchise boost. This should mean you have more money for decorations when they come up, and they'll come up less frequently so you get more normal shops (effectively there's now only two pre-franchise decoration days).

This also means you won't get a new challenge without also having the chance to buy new equipment. I've also tweaked how shops work, but to clarify the mechanics, this is the new version:
  • Each shop day you get given three "staples", which are hobs, sinks, tables and counters. In 0.15 you will not get offered the same staple twice on the same day
  • You get two "extras", which are all other (non-upgrade) appliances, picked randomly. In 0.15 the blueprint desk will deduct one of these (i.e. your extra blueprint gets replaced with the one you pick)
  • You also get offered any "guaranteed" appliances that you don't have; currently these are the cabinet and the upgrade desk.

[h2]Decorations[/h2]

tl;dr: You now pick a decoration theme and get decorations of that type. Decorations now apply restaurant-wide

Decorations have also been simplified. This was always the system that was hard to explain and lots of people were doing sensible things and getting no benefit, and not being told nothing was happening.

The key changes are:
  • Decoration boosts are now restaurant wide. If an appliance gives +1 to a theme, your whole restaurant gets that benefit
  • Decoration buffs are displayed on the left hand side during prep time, together with how many points you need to get the next buff. Buffs apply to the whole restaurant
  • You now pick a theme and all decorations will be only for that theme. This means it's much easier to decorate into the style you want. At the moment you only pick one theme, but I expect that later you will be able to pick a second/third theme as part of the franchise upgrade process
  • "Generic" decorations aren't part of a theme and don't give theme points, but instead give a buff to everything in their range (as before). To make this clearer, there is now an icon on the tables affected and looking at the table will explain the buff
  • Similarly, hobs, sinks and bins have negative debuffs that are caused by placing them near tables. In the future there will be franchise upgrades to mitigate these to enable hibachi-style restaurants, or restaurants where there are bins everywhere, etc.

This has lots of consequences; for instance, you can now "decorate" by buying lots of statues and putting them in a cupboard. I don't think this will be much of an advantage, but I might tweak this to prevent that if it becomes too dominant.

Going forward, decorations will also probably have theme-centric side benefits, so that each decoration has other benefits that might impact where you place it. There's a balance here between letting people decorate how they want their restaurant to look and adding gameplay consequences.

[h2]Desks[/h2]

tl;dr: Two new desks, hopefully all so OP that you'll be pleased with whichever you get, but if not you can now change them via upgrading. Desks are also now manual.

After seeing how much everyone loved getting the discount desk, the blueprint desk has been removed. Wait, sorry, other way round.

The idea is that, instead of nerfing the upgrade desk, I've added two alternatives that should hopefully give the upgrade desk some stiff competition:
  • The discount desk has been replaced with a new version that discounts blueprints in cabinets to be completely free.
  • The copying desk will provide you with duplicates of blueprints in surrounding cabinets, and this can be repeated each day.

I hope that these should offer the chance for different playstyles that all feel very strong; the blueprint desk is probably still quite good, but the copying desk would be great if there was one particular appliance you wanted a lot of, for instance. The discount desk should also mean you can get high-value appliances easily, particularly with low-price dishes.

Sadly all things have downsides, and for desks, it's this: desks are now manual. You have to interact with the desk for a few seconds in order to cause it to act on one nearby cabinet. The main intention here is to make it so you have to have access to your office during the day. The duration might need tweaking, particularly in solo runs.

On the plus side if you can get them all, then the desks stack and you can have an infinite free blueprint printer, so it's not all bad. Cabinets now also have an indicator showing what type of desk they're affected by.

[h2]Booking Desk[/h2]

tl;dr You can now post your PlateUp! any% times

One of the main problems I'm working on is how to balance the game between new/casual players and those of you who have played for more than a hundred hours (you know who you are!). It's really important to me that the game scales up and provides consistent challenge, but there's not much point in that if the game is too hard for people to get started. To help with this, the game is now easier (pre-franchise), and will probably continue to get easier as we approach release.

While franchises provide lots of difficulty increases, I don't want starting a new franchise to feel like a chore for experienced players. So, this patch introduces a new mechanic that lets you rush customers into your restaurant. For new players, you can entirely skip this mechanic and play as before. For players looking to jump into higher tiers, you now receive a (free) blueprint on day 1 for a booking desk. Interacting with the booking desk brings the next customer group into the restaurant instantly.

Changelog v0.15


Features
  • Desks are now manual. Using a desk will affect one random cabinet adjacent to the desk, and can be repeated. Reworked the discount desk to make it (much?) better, and added the photocopying desk. You can now upgrade any of these three desks (discount, upgrade, photocopy) to get the one you want, but I'm hoping they're all so OP you might not want to. Desks also stack, so you can apply all three to the same blueprint.
  • Added the Booking Desk; this is offered in an envelope (for free) on day 1 if you are above level 1. Using this desk will accelerate time to the next customer arrival, allowing you to speedrun hurry through early days/franchises
  • Adds theme cards, offered decorations are now based on your theme
  • Decoration values and buffs are now restaurant-wide
  • Appliances with specific buffs now have their own icons that show what they're affecting
  • There are now some probably-placeholder Affordable (burger) decorations and Formal (tie) decorations
  • Rugs are now "highly flammable" and will catch fire very quickly if next to a fire; added Floor Protector, a cheap appliance that has no decoration buff but can be used to prevent spills on the tile
  • Appliance info panels have been made more streamlined to take up less screen space
  • Interactions can now be sped up by doing them with multiple people; having two people interact with a sink, for instance, will wash the plates faster
  • The entire icon set and system has been updated with a new version that allows more flexibility
  • Added icons for buffs that affect tables
  • Added icons for customer patience modifiers (for now, Victorian Standards and the patience-when-near-player-buff). These will show you when this particular modifier is active
  • You can now split things into a merge (i.e. you can take a portion of mash while holding a plate). Also standardised all splittable things to be split by using interact rather than grab; this might need a bit of QoL tweaking
  • You can now see how many dirty plates there are on a table
  • Reworked how franchises are handled in the HQ. There is now a projector which displays your current franchise and can be cycled through to select a different franchise. This is a bit minimal at the moment but will later show stats/cards/remaining lives/etc. of your franchise. Your restaurant name is now saved as your franchise name to help you identify it and will be the default name for restaurants of that franchise
  • Added a new display bar for showing what day you are on, together with what type of day each subsequent day is
  • "Bad" decorations have been replaced with specific debuffs for hobs, sinks and bins. Placing these near tables will result in a type-specific debuff
Balance
  • Pre-franchise runs are now easier; the first tier of franchise should now be roughly as many customers as there were previously in pre-franchise. Long term, my intention is that all players should be able to work their way up franchise tiers, and experienced players will be looking to push franchise tiers as high as possible.
  • Franchises now only add 3 cards per run
  • You no longer take a new main for each franchise stage. Expect this to return later in a different form. Basically in the long run the intention is that players will have franchises of very high levels, and forcing a new dish each time made this impossible.
  • Item values are now slightly adjusted by number of players; you get slightly more money in solo (your total income for each day should now be roughly the same as duos) and slightly less money in 3s and 4s (you'll still end up with more money than duos, but not as much as before). To support this, if a dish was going to give a fractional value (i.e. 4 coins + 10% buff) it will now give either 4 or 5 randomly.
  • There is now an additional scaling factor for the number of courses you have. Taking your first dessert or starter will drop your customer counts.
  • The shop will no longer give duplicate "staples" (counter, hob, table, sink). You now get 3/4 of these each day, so getting no tables offered should be extremely rare
  • Slightly increase the penalty for having a long queue
  • The blueprint desk now replaces one of your shop blueprints instead of giving you an extra one
  • You can no longer place wall-attached things over doors or hatches (e.g. hang a painting over a hatch)
  • Fixed a bug that meant crab cakes couldn't be put in the prep station
  • Reworked Victorian Standards: patience is now only lowered when customers are looking at you (and you are in the room), so you can mitigate this card by carefully arranging your chairs. It also no longer affects delivery patience. It also no longer stacks with number of players
Fixes/Other

  • Fixed a bug where swapping two table would cause things to teleport

  • Fixed a few appliances that were unobtainable incorrectly (dirty plate rack, pushing mixer)

  • Woks will no longer cause their contents to be uncooked if you use one on another

  • Fixed a bug where some automated appliances would run during prep time (particularly causing platers to throw out all your plates)

  • Added better handling for visual errors which should cause the game to crash less often

  • Host stands are now patience-sorted, so having two automatic host stands will cause the least-patient to be sent to a table first

  • Fixed a number of crashing bugs

  • Added a debug output when a controller type is not detected properly (if you are playing with a switch/PS controller and the prompts are incorrect, please send me your Player.log file)

  • The front door just doesn't collide any more with anything at all at any point during the day customers please just stop getting stuck on it I'm begging you

  • Fix a bug with wallpaper texture not lining up properly

  • Toggling a chair off in prep time will no longer immediately start toggling it back on again, and vice versa

  • Fixed a bug where placing two menus on a table would cause both groups to try and sit there

  • Day 16+ are now called "Overtime Day 1" etc to emphasise that they are post-win

  • Fixed a bug where you could move the card selectors around in franchise mode

  • Fixed a bug with incorrect prompts on Xbox controllers

  • Cards now have an icon displaying the type of card they are

  • Fixed a bug where some cards would be offered as a franchise choice incorrectly

  • Rushes are now displayed in group counts as a "+ X"

  • Fixed a bug where blueprints that were affordable because of a discount would look unaffordable

Patch Notes 0.13

Major Changes


[h2]Tutorial Systems[/h2]

There are two new features to help people learn the game; an interactive tutorial (accessed by interacting with the ? in HQ) and practice mode (accessed via the ? during the day).

Practice mode lets you play in your restaurant without customers, so you can try new dishes/check if things are working as you like.

You can also now restart the game from the beginning of the day if you fail in the first three days.

[h2]Franchise Mode[/h2]

This feature is a work-in-progress and is not well explained in game yet

Upon completing a run (getting past day 15), you now have to option to take your restaurants to the next level, by converting five of your cards into a franchise. Loading a franchise into the tray in the contracts room before starting a run will enable you to start the next run with those cards, to play on with increased challenge.

Take your franchise as far as you can by completing runs, but be careful; if you lose, your franchise will end.

[h2]Dish Rebalance[/h2]

"Dish" options (the right-hand cards) now reduce the number of customers based on how hard the dish is, with dishes like Potato Salad and Stir Fry reducing most significantly. This means you can now pick a varied and challenging menu without having to deal with lots of customers

[h2]Name your restaurant[/h2]

Interact with the sign at the door to rename your restaurant!

Full Patchnotes


[h2]Changelog v0.13:[/h2]

Features:

- Info display: You can now see the expected number of groups for a day and the possible group sizes while designing your restaurant
- New layout: Diner. This small layout is designed for solo players and has one long serving hatch across the whole restaurant
- Added a tutorial: It can currently be accessed through the question mark in the HQ
- Added practice mode: You can now interact with the question mark at the front door of your restaurant to enter practice mode, where you will get no customers but can practice cooking
- Decor is now swapped rather than replaced. Using a decor change (wallpaper/flooring) in a room where you have previously applied a change will give you the old decor back, so you can reuse it
- The shop has been tweaked to be more playable. This is still a WIP but for the moment this change should prevent the shop being practically unusable a lot of the time.

Balance Changes:

- Rush amount reduced from 25% of day's traffic to 15%
- Queue patience now scales with the number of people queuing, so long queues are no longer managable
- Decreased base customer wait for food patience (90s -> 70s)
- Queue patience boosting table bonus is now capped at three tables. It also now scales much worse than before, so having lots of the boost is much less effective
- Slightly increased patience modifier for having 4 players (25% faster -> 15%)
- Taking dish cards now reduces the number of expected customers. Together with the increased difficulty tweaks, taking a dish versus a customer upgrade should be a more balanced choice

Fixes/Other:

- Fixed a bug that caused franchises to not be creatable when you took a contract
- Fixed a bug that prevented Startup Booster from boosting your startup
- Chairs are now toggled by holding to prevent accidentally switching them
- Fixed a bug that let you start the day while the end of day popup was spawning, which meant you could start the day with unopened parcels
- Fix bug where spaces wouldn't appear at the end of text inputs
- Improved handling when a player quits
- Fix bug where table bubbles would appear over other UI elements
- Fix bug where having lots of cards in the Active Cards view caused them to not display properly
- Added button prompts to pause menu
- Fixed a bug that sometimes meant you could get too many customers after loading a save
- Fixed some bugs involving loading franchise card sets
- Fix bugs with complex layouts not loading properly sometimes
- Dishwasher model replaced
- Fixed (some) bugs with the bar table (there are more to go!)
- Fixed potato derivatives not being storable
- Fixed decor not being saved/loaded
- Fixed decor not being offered in shops

[h2]Changelog v0.12.2:[/h2]

Fixes/Other:

- Reimplemented player management system to (hopefully!) improve bugs to do with players/joining
- Fixed bugs with menus that required all players to agree, including fixing soft lock if a player left during a menu
- Site popups now show the location on the popup
- Pause popup now says paused
- Fixed bug with stir fry being cookable by adding raw veg
- Fix Painting taking up a whole tile

[h2]Changelog v0.12.1:[/h2]

Fixes/Other:

- Fixed bug that made Steam not detect playtest correctly (which prevented multiplayer)
- Fixed missing name for bar table (still needs a proper description)


[h2]Changelog v0.12:[/h2]

Features:

- Added Franchises
- Rebalanced the speed of the game to reduce length of a successful run
- You can now rename your restaurant
- You can now restart the day if you fail before day 4, with no penalty
- Added Extra Life appliance
- Improved active card view (still got some problems, though!)
- Rework customer scheduling
- You can now abandon your restaurant in the menu (requires confirmation from all players)
- Added some more cards (look out for long-range messes and even more Victorian Standards)
- Grabbers will no longer grab items that are undergoing processes, so you can grab things out of places like soaking sinks more usefully

Balance Changes:

- Rebalanced stir fry (should be much more manageable; burns much more slowly)
- Big changes to customer amount in line with above changes
- Service With a Smile card removed
- Informal Service card removed
- Tier 3 affordable decoration bonus is now Informal Service
- Tier 3 cozy decoration bonus is now Seat Without Clearing
- Napkins are now infinite
- Dish prices have been reworked to be more consistent
- All non-standard sinks no longer provide water
- Floor Buffer now lasts much longer

Fixes/Other:

- Fix bug preventing multiplayer with more than two people
- Fix bug causing messes underneath chandeliers/next to paintings from being cleanable
- Fix plating problems with some dishes making plates appear out of thin air
- Fix a bug that let you cut slices of bread at night
- Fixed a bug that let you start the day with unopened parcels
- Fix customers getting stuck on some furniture
- Fix queue patience boosts being too strong when queue patience decoration was in effect
- Fix items on conveyors having process bars when they shouldn't
- Colour choice is now fixed steps rather than picking a random hue
- Fix crash with connecting tables in a loop
- Fix crash when placing an appliance sometimes
- Fix arrow keys not working properly (movement and menus)
- Fixed a bug where you could be given multiple copies of an ingredient if you got two unlocks for it on the same day
- Made the day timer bar much bigger/central, probably to prepare for putting markers on it for things like rushes
- Fix a bug with sinks providing water when they shouldn't
- Fixed a bug that let you push yourself out the door by placing an appliance and be unable to get back into your restaurant

Twitch Integration:

- Fix case sensitivity in Twitch channel name and chat commands
- Names are now shuffled before being requeued (people who haven't visited are still first)

Update 0.9 - Decorations and (less) disconnects

Hi everyone!

Today I'm uploading version 0.9 to the playtesting branch, which comes with a few big new features and (hopefully) a few big bugfixes. I'll update the demo too soon.

[h2]Decorations[/h2]

The main feature this week is a new decoration system. If you're a front-of-house player who has been watching all the cooking updates, this is the update for you!

You can now purchase decorations every three days which will provide nearby tables with boosts. Building a cozy pub, exclusive establishment or maybe you're focused on fast food? Decorate your restaurant with items of the same theme to gain big benefits.

Each decorative item gives points towards (or away from!) some themes. For every three points of a theme a table is affected by, it'll gain a level and a new benefit.

This update brings in five different decoration themes and a total of 12 new decorative objects!

This is very much a work-in-progress, so look out for lots more decorations to be added

(as a note, the old decorations are still in the game with their old benefits, although they'll be swapped over to the new system soon)

[h2]Layer-based placements[/h2]

To support the new decorations, the game now supports layer-based placements. In short, this means you can now put rugs* underneath chairs, pictures on walls behind tables and hang chandeliers above tables.

(*while typing this I realise the "old" rug hasn't been set to go under things, so not that rug)

[h2]Card based XP[/h2]

Experience gained is now based on the cards you've chosen. In practice all cards are worth the same, so it should end up being very similar to how it was before, but this means in the future choosing harder cards can give extra XP.

[h2]Table and chair interactions[/h2]

Chairs now act as interaction proxies for their tables. In other words, if you want to interact with a table you can now interact with an adjacent chair instead. This mean less pushing customers off their chairs to take their order, which is nice.

Also, customers now tuck their chairs under the table when they leave, because really it was just impolite not to.

[h2]Bug fixes[/h2]

Thanks so much to everyone in the Discord who has been reporting bugs, especially everyone sending videos of the completely perfect work-in-progress networking going wrong. There's definitely still some bugs with multiplayer (as expected!), particularly with 3 players, which I'm working on at the moment.

But if you've had a problem joining where the bar would fill and unfill or flicker, that should now be fixed in v0.9, together with a few other bugs.

[h2]0.9 Patch Notes[/h2]

  • Adds decoration system, with 4 positive and one negative decoration themes
  • Adds 12 new decoration items
  • Adds layer support for appliances, to allow placing things over/under/next to other things
  • Chairs are now interaction proxies for their tables
  • Chairs now tuck in automatically
  • The game pauses again when any player has the menu open
  • Fix bug with two players taking from a stack at once (I think) (thanks Kroc)
  • Fix input queue bug that caused the game to be unjoinable for some players (thanks Anaxileah, SummerBorne and Kroc)
  • Fix rotation bug that caused some appliances to not rotate appear to rotate when pressed (thanks Numerophobia)
  • Fix rotating things off walls
  • Fix candles lighting outside
  • Demo version will now always provide all available dishes as options (i.e. you'll always get stir fry once you unlock it)


Update 0.8 - Too many cooks?

Hi everyone,

Good news! Today I'll be releasing update 0.8 for everyone (playtesters and demo users!). It's got lots of bug fixes, a new bit of content, and most importantly: native multiplayer!

Before we get into what's new, I highly recommend checking out this hilarious 4-person cooking stream from Briony.

[h2]Multiplayer[/h2]

This is the big one! The game now supports multiplayer natively, which means you can play with your friends without using Remote Play Together. It should be more reliable and faster, and have a much smoother experience all round.

Multiplayer might have a few bugs at first, so please bear with it and report any problems you have on the Discord so I can get them fixed. Thank you!

I know how frustrating it is to not being able to join your friends, so I tried to design multiplayer to be as flexible as possible.



  • The game supports connections over Discord and over Steam, so if one isn't working for you, you can swap to the other. Different players can simultaneously play over different services. For me, Discord has been quite patchy, so I'd recommend using Steam for the moment (although let me know if Discord works for you!).
  • The game also supports hot-joining, so you can hop into your friends' games at any time, without them having to restart. You can also leave and join again if you have to go away for a bit.
  • Up to four players can be active at once, but you should also be able to join your friends and spectate if it's already full.
  • You can also join locally while playing online, as before. You can also have a friend join you locally while you're connected to someone else. In fact, you could even join a friend's server and then remote play with someone else so they can play, if you really wanted to.


I hope you enjoy playing multiplayer, let me know in Discord if you have any problems! There are a couple of caveats for the moment:

  • Demo players can't join full game players. Sorry! This is unfortunately a limitation of using Steam; the two games (the demo and the play test) have different App ID numbers in Steam, so Steam doesn't let you play together.
  • Starting the game from an invitation should work on Steam, but it's a bit patchy, so I'd recommend starting the game first and then accepting the invitation
  • You can't (yet) kick people from your game, so play nice!


[h2]Bug fixes[/h2]

Thank you to everyone who's playing the game, and thanks to everyone who reported bugs. I've tried to fix as many as possible, and there's a few big ones that should be gone now.

  • The middle of the restaurant should now allow things to be placed there again; this also means you can't pick up the floor anymore
  • Dish washers can no longer be loaded while they're on, because that's not hygienic
  • UI elements shouldn't fall off the screen if you resize during the game anymore
  • Customers are no longer fussy about where food is placed on big tables (and instead can get back to focus on throwing the food all over your restaurant)


[h2]Discord and Steam Rich Presence[/h2]

I've also added support for Discord and Steam's rich presence, so you'll show up as ingame on both platforms. People can also see what phase you're in and if you have any free slots to join! There's lots of potential things to add there, so let me know what you'd like to see!



[h2]Stir Fry[/h2]

All this netcoding has taken a lot of time, but I still wanted to squeeze in some more content to the playtest, so there's now a new dish: stir fry!

Stir fry is all about preparing in advance and cooking quickly. To make a stir fry, you have to add each ingredient into a wok and cook it briefly -- too little and you can't add the next ingredient, too much and you'll be in the sink, scrubbing!

Stir fry is unlocked after fish. If you've already played past that level, you should be given it immediately after you finish any restaurant.



Stir fry is also available to demo players, so if you've been craving some more plating-action, you can steak your way to stir fry and enjoy the new dish too!

[h2]Patch Notes v0.8[/h2]

  • Adds Steam and Discord multiplayer support (use the menu -> Multiplayer to allow people to join)
  • Adds Stir Fry dish
  • Adds Rich Presence support
  • Adds current players panel (so you can see who is playing)
  • Fix bug with background objects occupying spaces, mostly the ground occupying the middle tile (thanks Kroc, Anaxileah, SummerBorne, awesometanker and everyone else who reported this one!)
  • Fix bug with conveyors stacking objects placed at the same time (thanks Kroc)
  • Fix bug with placing dirty dishes into dish washers while they were running
  • Fix bug with UI elements on screen resize
  • Fix bug with trees blocking orders (thanks Anaxileah)
  • Fix bug with large tables only accepting items in one place
  • Improve card readability (larger, darker text)



[h2]Patch Notes v0.8.1 hotfix[/h2]

  • Improve networking stability in almost all cases
  • Fix bug that randomly caused players with reasonable connections to be kicked for having bad connections
  • Fix bug that caused day to start when no players were connected
  • Fixed a bug with local player's name when running without Steam

Version 0.7 - All over the place

Hi everyone,

The last few weeks have been busy, so this update has ended up being a couple rolled in to one. The good news is that this should be a big one, with a few new features, lots of fixes and the start of some big improvements.

This patch will roll out to the play testers first (should be available now!) and then to demo players once it's been put through its paces!

[h2]Location[/h2]

Fed up of the city? Take your restaurant to the countryside, and enjoy some tranquillity. Want something more intense? Go even further afield and find a snowy mountainside to sizzle your steaks on.

There are three locations in the game so far. Each location will affect your restaurant, giving a little twist on each run you do. This is currently a bit barebones, but I'm hoping to give each location it's own feel and give you another thing to factor into your plan.



[h2]Weather[/h2]

Each day brings new challenges, and new weather! Each location has its own weather pattern, and days with inclement weather bring their own problems. For now, customers will be less happy to stand outside in the rain or snow, so don't let the queue build up on these days!

This is also a first-pass, so look out for more effects from weather, good and bad.

[h2]Upgrade cards[/h2]

To make it easier to keep track of what's going on in your restaurant, I've re-styled the upgrades at each star level into cards, which have been re-designed to better explain what they do. The full set of cards you chose (together with any others active) can be seen at the end of the run, so you can show off your incredible menu variety.



[h2]New outfit[/h2]

Lots of people have said they'd like new outfits, so I've taken another look over how outfits work in the game and made it easier to add new ones! This update has one new outfit for you to try, but let me know what other outfits you'd like to see.

I'm still playing with the idea of allowing each player to equip an individual upgrade that gives them a special ability, or makes them a bit better at something. Personal chef knife set? Running shoes? Emergency napkin? Tool belt?

[h2]New appliance[/h2]

While I'm not yet focusing on adding content, it's always nice to throw something new into the mix... enter the mixer! The mixer will automatically chop things and knead dough for you. It's not the fastest, but another pair of hands will always come in handy.

[h2]Tweaks[/h2]

There's been a bit of twiddling to various settings.

For layouts, the most important one is that large layouts can now have another hatch! Supply your front-of-house twice as fast, cook in front of your guests, or set up a giant conveyor belt, the choices are endless.

For customers, I've changed it so that customers are now more likely to order extra things (sides, desserts and starters) when you have more options. Previously, you could choose a side for each upgrade and the difficulty wouldn't increase much. Now this will stack up until every customer is ordering a side.

[h2]Bug fixes[/h2]

Part of the reason this update is a bit later than usual is that I wanted to get a lot of bugs fixed before I sent it out, so there should be fixes to pretty much all the problems people have reported (and a few they haven't!). My favourite ex-bug: you can place conveyor belts next to tables and let people take their orders directly from them (that's intentional), but the list of connected conveyor belts was never cleaned out, so if you picked up a belt and put it somewhere else, it would still let people take their orders from it, even if it was on the other side of the restaurant (that's not intentional).

Patch notes


Layouts now have a location, which affects visuals and weather
Adds City location
Adds Country location
Adds Alpine location
Each day may now have special weather, which will affect queue times
Adds Rain weather
Adds Snow weather
Upgrades are now styled as cards and have had their descriptions updated
Adds a post-game screen showing all your upgrade cards
Adds a new outfit
Adds the mixer appliance
Adds sound effect for chopping things
Tweak layouts, particularly double max hatches in large layouts
Extra ordering chances is now proportional to the number of options
Pressing the same button in the unlock choice screen will now deselect your choice
Fixes multiple crash to desktop bugs
Fix player 3 and 4 getting stuck leaving their bedrooms (thanks JungleCat!)
Fix bugs that let you start the day with unopened parcels (thanks lots of people who triggered this one)
Fix bugs that let you reach through walls (thanks Kroc)
Fix conveyor belts teleport items to tables (thanks again Kroc!)
Fix bug that could make appliances invisible when unboxed
Fix bug with children (disabled crying until it can be reimplemented properly!)
Fix crash to do with pressing a button as soon as a popup opened
Fix bug that caused customers in groups to all be in exactly the same place
Fix bug with soaking sink sound effect
Fix bug causing some minor performance drop
Fix crash bug caused by returning an item to a provider right at the end of the day
Fix crash when changing resolution sometimes